Regarding buildings, I think any MGs in buildings are overperforming due to the game's garrison mechanic. Thinking of it, any unit play that involves the inside of buildings/houses/garrisons is kind of a broken with some weird mechanic that does not really make sense anyway. It is reasonable that there's some garrison and building play in a WW2 scenario, but the way CoH2 implemented it is not that fun. One badly placed garrisonable building on a map can screw up encounters massively and easily change the outcome of a fight.
Flamethrowers do a great job clearing buildings but they're difficult to get unless you're the Soviets or OST. |
How is the 50cal harder to get than an mg34?
The .50 is locked behind teching to LT specifically, the MG34 becomes available regardless of which T2 tech you choose. |
It is a powerful unit but I don't think it's OP at all. It's one of those units that seems like it's OP because by the time it hits the field, if they can afford to call it in, you're likely losing ground anyway. |
It's just funny that there are two other MGs in the game that aren't nearly as good but cost significantly more and are harder to get.
The USF M2 .50 cal and the doctrinal Soviet DshK. |
The MG42 has been hilariously broken for years lol. |
OST really beats the hell out of UKF. This is probably the most lopsided match up in game right now. There is a massive cost-preformace gap for UKF units at the moment along with a lack of abilities.
With USF you have good units in a crappy tech tree, with UKF you've got a good tech tree but your infantry are lacking. I have to say I think Infantry Sections are the worst mainline unit in the game right now. They want to charge you 35 fuel and 150 MP just to allow your infantry sections to fight Grenadiers on equal footing. You've got no long range units and your CQB units are subpar. The Officer was a good addtion but really expensive and forced to vet for the 5th man.
Meanwhile OST has everything cheap and available like always, and it actually preforms well. It seems like the WFA are all underdeveloped compared to OST and Soviets, UKF is definitely the new hard mode. |
Grens are 4 men and get terribly outclassed by Tommies.
Don't bring doctrines into it. Especially not the ones that lock out lategame content for Ost.
The fact that you have to bring in a doctrine (to proove that Tommies are suppsoedly fine) prooves that you don't have a real argument. Play some Ost and enjoy the 4 Tommies in cover bs.
OST and OKW are the two easist factions in the game LOL! Allied doctines fill in gaps and are there to partially mitigate terrible faction design, Axis doctine just provides icing on the cake for already powerful factions.
Tommies are easily the worst mainline infantry right now, I suggest you play Mechanized Assault and see how easy it is to walk all over your poor Brit opponent. |
Good points. The fundumental problems with USF relate to several units being way over priced, the improved but still badly designed tech tree, and having no flexibility in the early game, and a community that constantly demands nerfs to it's units that are effective.
Rear Echeleon troops are highly ineffective, in fact they can basically be ignored during combat. Yet, they cost 200 MP, and some people will point to the ability to equip them with BARs, as if there isn't a significant cost associated with doing that. They can be good if they survive to Vet3 and have weapon upgrades but the odds of doing that are slim, and they're very fragile but still have a high reinforcement cost.
Riflemen are decent against other mainline but cost quite a bit more for upgrades and everything. Ignore the whole "good at medium range" talk, it just means they don't excel at either short range or long range, and they struggle a lot against the standard elite Axis infantry like Panzer Grens and Obersoldaten. You have to equip them with double BARs to survive later on but they often drop those. |
The MG42 and Panzergrens have been broken for a while now. Those are the two most OP units in the game right now.
Panzergrens are rediculously broken because they are guaranteed now that you build them from the HQ, so they're arriving too early and they didn't get any kind of preformance nerf as a result. They are incredibly durable despite being a 4 man sqaud.
They also don't even lose much AI ability especially when you've got a vetted blob of 3 squads of them, they still retain their rediculouly powerful bundle grenade even when upgraded to double schreks. The only similar Allied unit as far as preformance/abilities might be Rangers or Paratroopers but those are doctrinal, aren't as blobbale, and I don't think their AI abilities are nearly as good when equipped with AT weapons.
MG42 - Well this one is obvious and is undoubtedly the most OP unit in the game in terms of timing, cost, and preformance. It is the best machine gun the game has, it supresses better than any other MG, has as wide an arch as any other MG, vets quickly, gets AP incendiary rounds that can kill most light vehicles in just one or two bursts making it the best anti-light vehicle MG in the game. And yet, it costs the same as Maxium and Vickers which are far worse, and costs less than a .50 cal whose only advantage is in deployment time. This thing is laughbly broken. |
Look guys. I just want the M4A3E8 to be buffed, preferably in the AI department so that you can rush it and use it as a generalist vehicle like other premium mediums. It's really a weak choice atm.
They aren't going to do that. It would make things too hard for Axis players. Look at how thwy needlessly nerfed the Jackson and have done nothing about Panzergren blobs. |